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Erwin

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Everything posted by Erwin

  1. How many years would it take to d/l several thousand mods? You obviously have no idea don't realize what you are talking about in this area. Just ONE of my Z folders has 6,615 files and 489 folders. My "Unused mods folder" has 88,979 files and 3,324 folders (over 55 GB). If you are one of the fortunate ones who have nothing else to do with your time maybe I should send you the DVD or HD and you can upload them. Otherwise why the "attitude" when others are trying to do something helpful? 3j2m7: Yes, we're trying to figure this out.
  2. I get PM's from others regularly. Not sure what to tell you. You want to leave your e-mail here?
  3. Howler: If you actually read my other posts in this subjects you would know that you are mistaking me for someone else because I NEVER load up in that way. I have been questioning the fact that others do load up what I consider to be an unreasonably heavy amount of ammo and have been trying to ascertain what is a reasonable combat load. That appears to be about 400 rounds per man. But, how many other weapons would a squad reasonably be able to carry without being weighed down? My personal SOP is to use the most experience units for the hardest tasks. However, in prior eras, it was common to use the lower experienced troops first and then only commit the best troops for the "breakthrough" when the enemy was wavering. Was simply asking if that SOP still makes sense in modern era (WW2 to now) combat of if its advisable these days to use the best guys upfront and have the less experienced guys support or guard flanks etc.
  4. There don't seem to be new links. Just what some of us have on our HD's. But, to upload close to half a TB of mods will take a lot of time. Hence the search for alt options. We're trying to find a "bulk system" that makes all of them available to anyone who wants them in one go. Unless I am missing something this is a huge amount of time-consuming work - especially if someone is going to check each mod to see if it still functions in the latest versions (CMSF2 for example). Also, why does it irritate and bother you so much that some of us are trying to figure this out and do something helpful for the whole community? We don't have the days/weeks to upload individual mods on request. How is your attitude helpful?
  5. First try CMMODS. If not there, we are trying to get old the old mods available for d/l someplace else. Not sure how or where as yet. There are several options (re what info is displayed). But the version I like and use is about 1MB. So, it may be possible to send via e-mail if you send me PM with your contact info.
  6. In the past (20+ years ago) one practically had to pay someone to play the Russians. Everyone wanted to play the Germans and with their cool black and white SS counters. One reluctantly played the WAllies. Something changed in the late 90's so that when CMBO came out that seemed to marked the start of an era where people wanted to play the "good guys" mostly the US, and shockingly to some of us, even the Russians. It might make a decent PhD thesis regarding trends in wargame design and their relationship to generations, or perhaps economic and social trends in society.
  7. Hey... this is imo one of the MOST (there's that dam capslock again!) useful mods of all time.
  8. Thanks. That will save a lot of time checking everything. Have not had time to look at more than a fraction, but so far nearly all of CMSF1 vehicles, terrain, UI, sounds and FX work in CMSF2.
  9. That's great. Maybe you could be part of the effort to get all these older CM2 mods up for general d/l. Am concerned that the large quantity. The solution we've come up with so far is to buy a large BU drive, load with everything I got and physically mail it to someone for eventual upload to someplace like CMMODS.
  10. You misunderstand. Have no aversions to anything that is done in RL. I simply am not familiar with current SOP's for these teams' roles and am trying to (admittedly very belatedly) trying to learn them so I can use these teams in as realistic as possible manner in the CM2 game. All am doing is seeking accurate info. My understanding was that the Co HQ the one who needs to have eyes on the attack so he can issue appropriate orders, and is therefore put in more danger. My assumption was that the XO has to stay relatively safe back at a command HQ location so he is available to take over if the Co HQ goes down. You are saying that this is not correct? So, what are the roles for the XO and 2IC? Medics? FO? Recon? Reserve for assault force? Anything else? (Are the US XO and UK 2IC roles different?) Am simply looking for clarification. ****************** More questions: The Passage To Wilcox scenario is well designed as it allows a generous amount of time to accomplish objectives using careful tactics so as to minimize friendly losses. It also features an interesting mix of units. In particular I like that the units are a mix of Crack, Veteran and Regular experience units. This is rare for a CM2 scenario in my experience and have often remarked at how many CM2 games feature cookie cutter formations where every similar unit has identical experience etc. If you are a platoon or Co CO: 1) When deciding which units of a platoon do what, would one lead with the Crack units and have the lesser experienced troops follow as support? Or, send in the lesser experienced units first to assault and keep the Crack units back in reserve to reinforce a successful assault? 2) In equipping one's inf units from their Bradleys, what considerations determine who gets what? My thinking has been that units that are expected to assault buildings do not want to be weighed down by Javelins. So, the assault units would be given an extra 1K rounds plus extra 40mm grenades plus extra AT4's for use vs buildings, but no Javelins. The Javelins would be given to only one (or at max) two of the platoon's squads who would be used in more of a supporting/overwatch role. 3) In this case, would the Crack units be given the Javelins - since one wants those to function at optimal capability? Or, would one give the Javelins to the Regular chaps, so they can hang back and be used in a support role rather than as assault units, while the more highly experienced units make the assault? Thanks again - your tactical recommendations are very useful.
  11. You mean Fauda...? Yes, got that on the list. Thanx.
  12. Trust me, we tested extensively over many turns. The drones never spotted any inf or moving vehicles.
  13. You mod looks good. However, hope that you are not reinventing the wheel. There are tons of uniform mods from CMSF1. Is it confirmed that they will not work in CMSF2 perhaps with renaming?
  14. That's the answer I was hoping to get so long as it reflects RL usage (as opposed as what one can do in a game). When I play CM2 I try my best to have units act using SOP's from RL. For example, I try to avoid using XO's and 2IC's as medics or recon units - but keep them relatively safe in a rear command area. Also, am reluctant to load my guys with more than about 400 rounds per man in addition to AT rockets, Javelins etc. I probably read books from WW2 era that described how assault troops would move through the recon screen - the implication being that once an assault starts, recon units stay back - perhaps to be used as a reserve. Thanks for the responses.
  15. As more folks start asking about various mods, I took a look thru my collection of old CMSF1 mod folders and found the above listed mod "sets". The Balkan mod set is one of the smaller ones, but includes doodads, foliage, ground textures, walls etc. What the difference is between this and (say) the Euroscape and Syrope mod sets have no idea or time right now to check. FWIW: Am discussing how to get all these available for general d/l. The challenge is that there are something around 300GB - 500GB worth and that makes the collection "unwieldy" to put it mildly.
  16. My question is based that we have been told from early days of CM by BF that in CM, the "recon" is done... the enemy is immediately ahead and the troops are now about to assault. So, in RL would there be a recon role at the start of this scenario, other than observe from where their set up position is? (Is it RL SOP to send Recon into a potential assault situation?)
  17. That is RL SOP? I only ask as after reading books like "Not a Good Day to Die" it seemed as if Recon assets were not expected to fight other than in their own defense. Altho' in the book, the recon assets were SF, so perhaps that's different?
  18. IIRC one gets points for crews that exit. Best to be guided by what one would do in RL.
  19. Was wondering about the use of the two Recon teams in this scenario. When I played the demo my instinct was to leave the recon teams where they were first placed and move the inf through them into assault positions - so the recon teams would not be involved in any assault. As am restarting in the full game am wondering how other players used the recon. eg: Did you have the same SOP for recon, or did you move the inf to take their place so that the recon teams could move ahead to spot enemy positions? Am not sure if, in the game, recon has any special attributes that would make them more useful in a forward observation role, or if they would join the inf in a combat role (since all units are ready for the assault at the start of the scenario). Or, is it more appropriate to leave recon teams in the rear during the assault - perhaps to aid WIA etc?
  20. Amongst the comprehensive European theater mod conversions there is one called SYROPE (by Birdstrike/El Terrifico) as well as one called EUROSCAPE by Dpabrams. Is that the one seen above? Have started looking at my UNUSED MODS folders and there are also mod sets for: AFRICA THEATER; BALKAN TERRAIN; AL NUSRA; DAY OF DAYS; TWILIGHT 2000; IDF; IRAQIS; MALI-PAKISTAN; OP JUST CAUSE; ROAD TO BAGHDAD; HEART OF DARKNESS, SYRIAN CIVIL WAR VEHICLES and AFGHAN-TALIBAN.
  21. Good news. This full-color CMSF1 mod giving range and caliber of weapons (IIRC by Scipio?) works in CMSF2 - at least for the US. The only "blank" unmodded weapon slots on the US side (from examining the units in "Passage to Wilcox") are the M249 PIP and M4 (Scope) plus L/44 M256 (M1 main ammo) and M242 (Bradley main ammo). However, in my mod folder however, there is a M249 full color graphic with range and caliber. There is also an M4 with range and cal but not "M4 (scope)". Not sure where the full color main ammo graphics are. The dirtied/battleworn M1 and Bradley mods look great as do the CMSF1 beat up buildings with broken windows etc.
  22. Thanks for the heads up re "Counterpart". Spousal unit #1 and I have been bingewatching European Thrillers which can be very dark compared to what is on offer from the US. Recommended include: La Foret; The Break; La Mante; Black Spot; Babylon Berlin; Bordertown; Dark; Trapped... (For a change of pace "A Very Secret Service" is fun comedy.) Currently, we're enjoying watching "The Frozen Dead". (BTW: Haven't watched it yet but "Nobel" tells the story of a (Norwegian) Afghan SF vet and a saga of returning home and the politics.)
  23. This is only useful if one is a map designer, yes? (It won't straighten roads in existing scenarios.)
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